Electronic Literature


Book Description

Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks – literature that would not be possible without the contemporary digital context. In this book, Rettberg places the most significant genres of electronic literature in historical, technological, and cultural contexts. These include combinatory poetics, hypertext fiction, interactive fiction (and other game-based digital literary work), kinetic and interactive poetry, and networked writing based on our collective experience of the Internet. He argues that electronic literature demands to be read both through the lens of experimental literary practices dating back to the early twentieth century and through the specificities of the technology and software used to produce the work. Considering electronic literature as a subject in totality, this book provides a vital introduction to a dynamic field that both reacts to avant-garde literary and art traditions and generates new forms of narrative and poetic work particular to the twenty-first century. It is essential reading for students and researchers in disciplines including literary studies, media and communications, art, and creative writing.




Electronic Literature Communities


Book Description

This is a diverse collection on the role and function of community in the contemporary practice of electronic literature, with ten essays by thirteen leading authors, providing wide-ranging perspectives and approaches. The collection offers historical narratives of institutions in the field, examples of how particular platforms or genres can inspire community, and stories of how ad hoc communities can form around specific creative projects. These case studies are histories of creative affiliations in electronic literature--snapshots of consensus-based communities in their process of formation--and offer a starting point for broader theoretical analyses of network-based creative community.




Electronic Literature as Digital Humanities


Book Description

Provides a context for the development of the field, informed by the forms and practices that have emerged through the years, and offers resources for others interested in learning more about electronic literature.




Electronic Literature


Book Description

Develops a theoretical framework for understanding how electronic literature both draws on the print tradition and requires reading and interpretive strategies. Grounding her approach in the evolutionary dynamic between humans and technology, the author argues that neither the body nor the machine should be given absolute theoretical priority.




Blogging


Book Description

Blogging has profoundly influenced not only the nature of the internet today, but also the nature of modern communication, despite being a genre invented less than a decade ago. This book-length study of a now everyday phenomenon provides a close look at blogging while placing it in a historical, theoretical and contemporary context. Scholars, students and bloggers will find a lively survey of blogging that contextualises blogs in terms of critical theory and the history of digital media. Authored by a scholar-blogger, the book is packed with examples that show how blogging and related genres are changing media and communication. It gives definitions and explains how blogs work, shows how blogs relate to the historical development of publishing and communication and looks at the ways blogs structure social networks and at how social networking sites like MySpace and Facebook incorporate blogging in their design. Specific kinds of blogs discussed include political blogs, citizen journalism, confessional blogs and commercial blogs.




Critical Code Studies


Book Description

An argument that we must read code for more than what it does—we must consider what it means. Computer source code has become part of popular discourse. Code is read not only by programmers but by lawyers, artists, pundits, reporters, political activists, and literary scholars; it is used in political debate, works of art, popular entertainment, and historical accounts. In this book, Mark Marino argues that code means more than merely what it does; we must also consider what it means. We need to learn to read code critically. Marino presents a series of case studies—ranging from the Climategate scandal to a hactivist art project on the US-Mexico border—as lessons in critical code reading. Marino shows how, in the process of its circulation, the meaning of code changes beyond its functional role to include connotations and implications, opening it up to interpretation and inference—and misinterpretation and reappropriation. The Climategate controversy, for example, stemmed from a misreading of a bit of placeholder code as a “smoking gun” that supposedly proved fabrication of climate data. A poetry generator created by Nick Montfort was remixed and reimagined by other poets, and subject to literary interpretation. Each case study begins by presenting a small and self-contained passage of code—by coders as disparate as programming pioneer Grace Hopper and philosopher Friedrich Kittler—and an accessible explanation of its context and functioning. Marino then explores its extra-functional significance, demonstrating a variety of interpretive approaches.




Oral Literature in the Digital Age


Book Description

Thanks to ever-greater digital connectivity, interest in oral traditions has grown beyond that of researcher and research subject to include a widening pool of global users. When new publics consume, manipulate and connect with field recordings and digital cultural archives, their involvement raises important practical and ethical questions. This volume explores the political repercussions of studying marginalised languages; the role of online tools in ensuring responsible access to sensitive cultural materials; and ways of ensuring that when digital documents are created, they are not fossilised as a consequence of being archived. Fieldwork reports by linguists and anthropologists in three continents provide concrete examples of overcoming barriers -- ethical, practical and conceptual -- in digital documentation projects. Oral Literature In The Digital Age is an essential guide and handbook for ethnographers, field linguists, community activists, curators, archivists, librarians, and all who connect with indigenous communities in order to document and preserve oral traditions.




Building Successful Online Communities


Book Description

How insights from the social sciences, including social psychology and economics, can improve the design of online communities. Online communities are among the most popular destinations on the Internet, but not all online communities are equally successful. For every flourishing Facebook, there is a moribund Friendster—not to mention the scores of smaller social networking sites that never attracted enough members to be viable. This book offers lessons from theory and empirical research in the social sciences that can help improve the design of online communities. The authors draw on the literature in psychology, economics, and other social sciences, as well as their own research, translating general findings into useful design claims. They explain, for example, how to encourage information contributions based on the theory of public goods, and how to build members' commitment based on theories of interpersonal bond formation. For each design claim, they offer supporting evidence from theory, experiments, or observational studies.




Narrative as Virtual Reality 2


Book Description

Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.




Electronic Literature as a Model of Creativity and Innovation in Practice (Elmcip), Volume 4


Book Description

Electronic Literature as a Model of Creativity and Innovation in Practice maps electronic literature in Europe and is an essential read for scholars and students in the field. ELMCIP is a three-year (2013) collaborative research project funded by Humanities in the European Research Area (HERA) JRP for Creativity and Innovation. ELMCIP involved seven European partners investigating how creative communities of practitioners form within a transnational and transcultural context in a globalized and distributed communication environment. Focusing on the electronic literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP studies the formation and interactions of that community and furthers electronic literature research and practice in Europe. This book includes reflective reports by all of the principal investigators of the project. It details the development of a major digital humanities research database and the publication of the first trans-European anthology of electronic literature, and includes a report on electronic literature publishing venues across Europe and consideration of different forms of creative communities develop around genres of digital practice.